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ADVENTURING IN PARADISE:
Add the South Pacific to your campaign world
page 2
By Tim Martin
Trade goods and diet
A primary motivation for exploration
of the islands and continued contact with them might very well
be in the area of commerce. The natives live off a rich and varied
diet. Taro, yams, and gourds are staple food items grown by the
Polynesians. Domesticated rats, dogs, and pigs are raised for
food and trade. Foraged from the rain forest are roots, wild
bird eggs, and wild berries. Polynesians are a hunting and fishing
people, and often augment their diet with birds, lizards, feral
pigs, insects, seals, and fish. The occasional beached whale
can provide a bonanza, with one enough to feed an entire village,
though the natives themselves are generally not whalers.
There is much for an interested outsider
to acquire from the islands. Major trade items include pearls,
pearl shells, exotic seashells, coral, and seal skins. In our
world smoked trepang or beche-de-mer (a type of sea cucumber)
was a major trade item, eagerly sought by Asian connoisseurs.
Trepang might be a major trade item with the people of Kara-Tur
if these islands are placed on Toril.
Sandalwood is a huge item for export.
A fragrant wood, sandalwood is used for carvings and burned as
incense. In demand in churches and temples, sandalwood is quite
rare on the mainland. However, large, virgin stands of sandalwood
exist in the islands, representing enormous potential wealth.
On our world, there were actually several "sandalwood rushes,"
not unlike gold rushes, as each island group was discovered foreigners
moved in (with native help) to harvest and bring to market as
fast as possible the precious timber before it was depleted.
If the campaign setting these islands
are placed in does not already have a source for spices, then
the Polynesian islands are an ideal place for them. The tropical
climate is ideal for the growth of spice producing plants, and
even the culture; at one time in parts of the East Indies it
was customary to plant a clove tree for each child that was born.
Many today take for granted the abundant and cheap supply of
spice found in market, but once spice was valuable and very rare.
Expeditions were once launched for the sole or primary purpose
of finding new routes to the spices, or new sources for them.
If the islands are the source for such luxuries as nutmeg, cloves,
cinnamon, or cardamom, then the islands should experience a huge
influx of people. Player characters might after an adventure
not have chests of gold as their treasure, but sacks of cinnamon
or mace!
As for what the native Polynesians would
desire in return, the most popular items would be tools, utensils,
and cloth. Metal fishhooks and nails are a big hit with the islanders,
who otherwise have to use painstakingly hand-carved bone, wood,
or obsidian ones. Virtually anything metal should be a success
with the islanders, as they lack metal-working skills or in many
cases metal to be worked in the first place. Curiously, many
Polynesians were found to have a strange desire for salted pork,
which weary ship crews gladly traded for fresh fish, fruits,
and vegetables.
Character classes and kits:
Like people anywhere, the Polynesians
have the same needs as most anybody else does; they need their
crops taken care of, their injured and sick healed, monsters
driven away, and somebody to defend them from hostile neighbors.
As a consequence, the same basic classes can be found in this
setting. The most common class by far would be that of warrior
or fighter, with such kits as amazon, savage, or wilderness warrior
quite appropriate. Priests are also to be found, similar to the
amazon priestess or savage priest kits. They were generally called
khauna and often their main interests were divination, curing
disease, and returning the dead to life. Wizards also existed,
and one was called a tohunga, who practiced in the art of makutu
or magic.
More particular to the setting, I offer
the following suggestions. The areoi is a religious order organized
by the Polynesian deities Oro-Tetefa and Uru-Tetefa. Almost paladin-like
in a way, these celibate warriors were recruited from the nobility
and sought to do good among the island folk. The areoi are noted
by their maro, or feather girdles, a sign of great prestige.
Owing to their maritime heritage, the
fafaki-tahi will be encountered. The name literally meaning "feeler
of the sea," the fafaki-tahi is a type of ranger, especially
adept at ocean survival, and uses clues from the sea and from
birds to track others, including across stretches of open water.
The oripo is a type of bard found in
Polynesian society. Sage-like in nature, the oripo's main tasks,
culturally speaking, was to remember and recite the genealogies
of the captains and navigators who first settled their home island,
and also of their descendents.
Religion:
Owing to the many different tribes settled
on a multitude of islands, the number of gods in the Polynesian
pantheon was huge, all out of proportion to the number of worshippers.
There are literally hundreds of gods that could be included,
but I list here several which could be further developed at a
later time.
As close to nature as they were and
their life so dominated by their marine environment, nature gods
and goddesses figured heavily in Polynesian worship. Rangi was
an important god, worshipped as god of the sky and the winds.
Other weather and sky deities included Maui (the sun), Apu-Hau
(storms and squalls), Ua (rain), and Rona (the moon). Pele is
a well-known goddess, and is evil as she is associated with fire,
volcanoes, and eruptions. There was no single nature deity but
rather a group; Paikea, god of sea monsters; Moko, god of lizards
and reptiles (and also magic), Tane-Mahutam, god of forests;
Haumia Tiketike, god of uncultivated plants; Rongo, god of cultivated
plants; Papa, god of the earth; and Tangaroa, god of the ocean
and fish.
There were of course important deities
involved with moral, cultural, and ethical matters. Atonga was
a demigod, given divine status as the creator of the first canoe
and of the first song. Oro-Tetefa and Uru-Tetefa were twin brothers,
gods of good and of special importance to the areoi. Hine-Nui-Te-Po
rivaled Pele as the most evil goddess or deity, as her venue
was night, darkness, and death. Her rival/partner was Merau,
goddess of the dead and the nether world (referred to as Reinga
or Milu). Kuku Lau is goddess of illusion, mirages, and deception.
An important concept in Polynesian religion
is that of mana. This is similar to Zakharan or Kara-Turan honor,
though it is tied to concepts of divine favor as well. It is
not an alignment issue, more of a somewhat intangible ' but important
' measure of skill, duty, courage, and honor to ones kin. Much
like the emphasis on family found in Kara-Tur (and Asian society),
the family and one's kin comes before just about anything else,
and mana is partially a measure of this.
Native kingdoms
Each island chain is its own little
world in many ways, with a history, culture, and politics at
work. The fantasy island groups presented in this section serve
to represent the cross section of what one might find in Polynesia,
based on historical Samoa, Tahiti, Hawaii, Easter Island, and
New Zealand.
Mauia: Mauia
is an archipelago located far from any other land-mass. It has
the most stratified of the island cultures, with three main social
divisions; the ari'i (chiefs), ra'atira (lesser chiefs or landed
gentry) and manahune (commoners). The ari'ir rule over the tribal
and kin groups of the islands, and serve as both secular and
religious rulers. The ra'atira appear to be the main landowners,
and provide economic and administrative assistance to the ari'i.
The manahune included commoners from farmers and fishermen down
to servants, war captives, and sacrificial victims.
The islands of Mauia are divided into
six or seven tribal coalitions, formed by conquest, marriage
alliances, and diplomacy. There appears to be a shifting balance
of power amongst them with no one ari'i able to dominate too
many others. As a result, the politics of Mauia is often very
fluid and dynamic.
One family of ari'i however, the Pomares,
seem to be on their way of forming Mauia into a true kingdom.
Their leader, known simply as Pomare, seems very friendly to
foreigners, and has asked to engage in trade to obtain more modern
weaponry and missionaries. He already calls himself the "King
of Mauia," though it is unclear what effect this will have.
On the one hand it would destroy the island's traditional political
system, but on the other hand Mauia is now likely going to enter
the sometimes vicious world of international trade and politics
and it may need the strength unification could provide.
Pahulu: Pahulu
is a large island group in the middle of the ocean. Pahulu is
a unified state under the Kamehamehas, unlike Mauia, despite
a very similar culture.
There are simpler social stratifications
in Pahulu than in Mauia. There are a relatively small number
of chiefs, ali'i, of various rank who rule over the bulk of the
population, known as the maka'ainana. While Mauia is divided
between various ari'i, Pahulu is one kingdom, divided into a
series of chiefdoms each ruled by a high chief of a family dynasty.
Each island chief has a kahuna nui or priest who advises on spiritual
and ceremonial matters, and a kalaimoku, whose concern is with
secular affairs. While in Mauia the overwhelming political reality
may be that no leader may gain paramountcy, here no is able to
conquer his leader, as the chiefs often rule with an iron hand.
As in Mauia though the leader must be
a warrior king, as the Pahulus have a long tradition of continual
struggle as the high chiefs sought to defend and extend their
domains by diplomacy and military strength. The island chiefs
and the Kahmehamehas are very aggresive, and they have made abortive
attempts in the past to capture visiting foreign ships and personnel.
Despite that though the Pahuluans express friendship and an interest
in trade. With vast groves of sandalwood, a variety of exotic
tropical fruits, seal skins, coral, pearls and pearl shells,
as well as being a very attractive climate to settle, trade with
Pahulu is very tempting. Upon hearing of Faerunish (or Oerth
or Zakharan) culture, the Kahmehameha asked for settlers to set
up shops, as he wants hotels, taverns, blacksmiths, general stores,
drydocks, etc. He appears to want to be like these Western rulers
he hears about, and with his trade resources, it is only a matter
of time before somebody is likely to oblige him. The Kahmehameha
seems poised to try to profit from the foreign "invasion,"
and may potentialy be a dangerous person to deal with.
Iutia: Iutia
is a widely spread out island archipelago to the north of Pahulu.
In contrast to Mauia, which is not united, and Pahulu, which
has just recently become united, Iutia has always (so it seems
to the natives) to have been a united kingdom. Even less socially
stratified than Pahulu (though stratification certainly does
exist), Iutia has always been ruled by the Tu'i Tonga, who claims
absolute authority in all spiritual and secular matters. However,
this seems to work well for the people of Iutia, as they have
not known war for thousands of years. When foreigners arrived,
the only weapons they found were a few bows and arrows for hunting
birds. The warrior groups are largely for show, and the areoi
is a social and civic club, almost completely without martial
skills.
This seemed to be literally a paradise,
and a number of visiting, weary after a long voyage, have sought
to settle here, living off the land and becoming beachcombers.
Desertion is a big problem in Iutia. Iutia, despite its autocratic
government, comes closest to the ideal of a tropical paradise,
innocent of the ways of the larger world.
Maoria: Maoria
is one large island and several smaller islands to the southwest
of the kingdoms discussed above. Much larger than any other "islands
group," the terrain of this chain includes grasslands, dense
forest, and snow-capped peaks.
Colder than Iuti, Pahulu, or any other
island peoples domain, the Maorians wear heavier clothing and
build sturdier structures. More than the other islands (by far)
cloth seemed to be a big hit as a trade good. Also, they are
less reliant on agriculture and more reliant on hunting, especially
the large - sometimes dangerous - giant flightless birds call
moa.
There appears to be virtually no social
stratification in Maoria, except on a limited family basis. Maorians
are able to move up and down the social ladder, in contrast with
the majority of non-Western cultures that exist, as on Wa in
Kara-Tur and on Mauia for example. Also, what stratification
does exist appears merit based. The Maorians stress mana more
than any other islander group, as each leader must have qualifications
and justifications for leadership beyond familial ties and kinship.
Further leveling the political playing field, the Maorians believe
in the concept of utu, or vengeance; that one may seek justice
(not necessarily violent) on any other member of society - ruler
or not.
The Maoria live in fifty or more tribes
or iwi, each having its own territory. Boundaries constantly
changed due to migration and warfare.
Though Maoria has little of Pahulu's
sandalwood, there are still large timber resources, and no island
can surpass it in seal resources and potential nearby whaling
grounds.
Tarawe: Tarawe
is an island group to the east of the other kingdoms. The overall
culture of these tropical isles seems similar to that found in
Pahulu, Iutia, and Mauia, but here the islanders are at their
most divided. In Pahulu chiefs rule over whole islands and in
Mauia they rule over large sections of islands, but in the Tarawe
islands each village is separate and distinct, able to act as
it pleases. They are many dozens of independent villages, and
as a result there is nothing approaching a dominant power.
Each village consists of a number of
extended families, ruled by a matai or head. To further evidence
Tarawe division, each matai cannot wield autocratic powers, but
is a first among equals, with the result that inter-village politics
are sometimes quite chaotic.
Exacerbating the situation at times
are foreign merchants, as each village has a separate trading
relationship, often at the expense of other villages. A skillful
foreign trader can use the division inherent in Tarawe politics
to his or her advantage.
Rapanui: Rapanui
is an isolated island group, consisting one large island and
one smaller one, located well to the south-southwest of most
of the kingdoms listed above. These somewhat barren, windswept
and fairly chilly islands are located in rough seas, and there
are no natural harbors on either island. As a result, exploration
has been difficult and trade has been greatly hampered.
The main features of this desolate island
of relatively small population are the huge, ancient sculptures
of heads and bodies, littering the hillsides. Staring solemnly
out to sea, neither the natives nor foreigners have been able
to figure out who built these strange stone statues or why.
The least advantaged of any islander
group, the natives live off some meager agriculture, shore fishing,
shellfish, seals, and eggs and birds gathered from the islands'
large penguin, albatross, and gannet colonies.
Conclusion:
I did not seek in this article to exactly
represent Polynesia as it existed in our world, but merely sought
to provide a basis for an AD&D campaign. This setting is
not intended to be run separately, but to be included in a larger
setting, whether it be Oerth, Toril, the world of Al-Qadim, or
a world of the DM's own creation. The adventuring opportunities
are numerous; trade, exploration, diplomacy, treasure hunting,
or killing powerful and strange monsters. I strongly encourage
others to research this civilization and culture, if not for
their campaign, than for their own sake. There is much that can
be done with this setting, such as fleshing out the Polynesian
pantheon, developing an Australia to add to Polynesia, and coming
up with your own personal solution to the mystery of the statues
of Easter Island.
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